hack to fix odd sprite particle horizontal flip, as well as passing the set_color() call through to the interpolation manager.
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0ca7fdb0cd
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@ -43,12 +43,14 @@ set_texture(Texture *tex, float texels_per_unit) {
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_anims.clear();
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// Insert the single texture
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_anims.push_back(new SpriteAnim(tex,TexCoordf(0.0f, 0.0f),TexCoordf(1.0f, 1.0f)));
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// For some reason sprite particles are rendering flipped in the horizontal direction.
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// This is a hack to fix it for now.
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//_anims.push_back(new SpriteAnim(tex,TexCoordf(0.0f, 0.0f),TexCoordf(1.0f, 1.0f)));
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_anims.push_back(new SpriteAnim(tex,TexCoordf(1.0f, 0.0f),TexCoordf(0.0f, 1.0f)));
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// We scale the particle size by the size of the texture.
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set_size(tex->get_x_size() / texels_per_unit,
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tex->get_y_size() / texels_per_unit);
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get_last_anim()->set_source_info(tex->get_filename());
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}
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init_geoms();
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@ -79,7 +81,10 @@ add_texture(Texture *tex, float texels_per_unit, bool resize) {
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} else {
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if(tex != (Texture *)NULL) {
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if (tex != (Texture *)NULL) {
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_anims.push_back(new SpriteAnim(tex,TexCoordf(0.0f, 0.0f),TexCoordf(1.0f, 1.0f)));
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// For some reason sprite particles are rendering flipped in the horizontal direction.
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// This is a hack to fix it for now.
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//_anims.push_back(new SpriteAnim(tex,TexCoordf(0.0f, 0.0f),TexCoordf(1.0f, 1.0f)));
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_anims.push_back(new SpriteAnim(tex,TexCoordf(1.0f, 0.0f),TexCoordf(0.0f, 1.0f)));
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}
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if(resize) {
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// We scale the particle size by the size of the texture.
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@ -187,6 +192,7 @@ set_size(float width, float height) {
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INLINE void SpriteParticleRenderer::
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set_color(const Colorf &color) {
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_color = color;
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_color_interpolation_manager->set_default_color(_color);
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}
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////////////////////////////////////////////////////////////////////
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